I'm currently preparing a thread for my project, Sonic Mania: The Misfits Pack, but until that time comes, have some more up-to-date screenshots and previews.

Spoiler

Hill Top Zone has seen some minor level design changes and a new route at the top of the stage for the explorative types!

Spoiler

Labyrinth Zone is starting to show its age, which means it's due for a facelift! There have been multiple changes and additions, like more pathways and the waterfalls pictured. It's also recieved new custom artwork as shown.

Spoiler

One of the main complaints about Wacky Workbench Zone was its length, or lack thereof. To rectify this, the first act has been extended and more routes have been added. The music has also been updated with some more bells and whistles (literally)!

Spoiler

That's right, Aquatic Ruin Zone is now a part of The Misfits Pack! Don't worry, we've left behind some of the less desirable parts of the level, like the cheap enemy placement. Act 2 will be a complete twist, so stay tuned!

I'm currently preparing a thread for my project, Sonic Mania: The Misfits Pack, but until that time comes, have some more up-to-date screenshots and previews.

Spoiler

Hill Top Zone has seen some minor level design changes and a new route at the top of the stage for the explorative types!

Spoiler

Labyrinth Zone is starting to show its age, which means it's due for a facelift! There have been multiple changes and additions, like more pathways and the waterfalls pictured. It's also recieved new custom artwork as shown.

Spoiler

One of the main complaints about Wacky Workbench Zone was its length, or lack thereof. To rectify this, the first act has been extended and more routes have been added. The music has also been updated with some more bells and whistles (literally)!

Spoiler

That's right, Aquatic Ruin Zone is now a part of The Misfits Pack! Don't worry, we've left behind some of the less desirable parts of the level, like the cheap enemy placement. Act 2 will be a complete twist, so stay tuned!

I'm currently preparing a thread for my project, Sonic Mania: The Misfits Pack, but until that time comes, have some more up-to-date screenshots and previews.

Spoiler

Hill Top Zone has seen some minor level design changes and a new route at the top of the stage for the explorative types!

Spoiler

Labyrinth Zone is starting to show its age, which means it's due for a facelift! There have been multiple changes and additions, like more pathways and the waterfalls pictured. It's also recieved new custom artwork as shown.

Spoiler

One of the main complaints about Wacky Workbench Zone was its length, or lack thereof. To rectify this, the first act has been extended and more routes have been added. The music has also been updated with some more bells and whistles (literally)!

Spoiler

That's right, Aquatic Ruin Zone is now a part of The Misfits Pack! Don't worry, we've left behind some of the less desirable parts of the level, like the cheap enemy placement. Act 2 will be a complete twist, so stay tuned!

Looks fucking fantastic! Excellent work and very much looking forward to the new dedicated thread. Awesome project and I look forward to seeing its progress.

Hello! I'm making a new Sonic 1 beta remake. I've got a lot of stuff done, so I'd like to show to everyone here the progress that I have done so far.

Here's how the zones that have been changed currently look:

Zones

Spoiler

Green Hill Zone

Green Hill Zone has got a different palette now. I've modified the main orange so it's brighter like in really early builds of the game and made the inside color of the flowers purple instead of green like in a lot of beta builds of the game.
Water has now been made to have the title screen's palette, as really early builds used this palette for the water as well.
The layout has been modified, specially in act 1 and act 2. Act 2 is the one that you'll most notice that has changed when playing the ROMhack, but act 3 hasn't got that much changes because we don't have lots of images for this act unlike act 1 and act 2.

Spoiler

Labyrinth Zone

Labyrinth Zone has no objects whatsoever now, and has a "new" background, which is the one featured in almost every beta screenshot we've got.
I've decided to keep water but make it look like that one screenshot where the background is blue. Notice how Sonic's palette is the same underwater.
The layout has been modified a little bit on act 1, but not on act 2 or 3, as we barely have any screenshots of these that show differences layout-wise.

Spoiler

Marble Zone

Marble Zone has been changed a lot.
To start off, the main color has changed to the mockup palette and some early builds' palette, which is blue.
There is no longer fire on the torch art, just like in early prototypes, and I've also tried to recreate the early lava as well (I have to redo the lava itself except the surface though).
I've changed caterkillers with Yadrins and added the sideway stomper, although I haven't added UFOs yet.

Spoiler

Clock Work Zone (Scrap Brain Zone)

Clock Work Zone has been emptied out as well, but it's unfinished, as I have to add some other stuff yet into it.
I think that the first few parts of layout in the first act should be completely identical to the early builds, because all it changes is the background and a bit of different layout, but that's it. So, I'm pretty happy with
how this zone came out for the first act.

Spoiler

Special Stage

The Special Stage has been remade as accurate as possible to the screenshots of what we have of it. From what it seems, there was only one stage for it, so I may disable others and only leave this one.
I've made a working "W", which doubles the speed of the camera rotation one time, after you touch it, it won't make effect on the camera anymore (thanks to my friend for telling me that W in Japanese sometimes was used as the world "double", which made sense as of why there was a "W" object, so it was probably used to double the speed of the camera rotation, but got replaced with the UP and DOWN objects).
I had to finish what was left unseen of the stage by myself, as we don't have screenshots of the full stage itself, so I followed the stage's logic and tried finishing it.

Other Stuff

Spoiler

I've changed Sonic's palette to be more blue, as in a lot of prototypes, Sonic is more blue than in the final product, but not cyan like in some screenshots, that is because of the camera's colors.

I have also reduced the ROM size to approximately 470 KB to make the ROM look like it's a real beta ROM (The ROM is 473 KB big at the moment, It'll probably get to 460 KB big while I keep removing and changing things).

I've added back the victory jump when finishing an act.

And the most important thing; the sound driver. I've made the DAC samples have a lower pitch so it's as close as possible to the beta sound driver of Sonic 1.

Well, that is almost or all I've done for now, hopefully I get to release a build of this ROMhack soon! =D

Hello! I'm making a new Sonic 1 beta remake. I've got a lot of stuff done, so I'd like to show to everyone here the progress that I have done so far.

Here's how the zones that have been changed currently look:

Zones

Spoiler

Green Hill Zone

Green Hill Zone has got a different palette now. I've modified the main orange so it's brighter like in really early builds of the game and made the inside color of the flowers purple instead of green like in a lot of beta builds of the game.
Water has now been made to have the title screen's palette, as really early builds used this palette for the water as well.
The layout has been modified, specially in act 1 and act 2. Act 2 is the one that you'll most notice that has changed when playing the ROMhack, but act 3 hasn't got that much changes because we don't have lots of images for this act unlike act 1 and act 2.

Spoiler

Labyrinth Zone

Labyrinth Zone has no objects whatsoever now, and has a "new" background, which is the one featured in almost every beta screenshot we've got.
I've decided to keep water but make it look like that one screenshot where the background is blue. Notice how Sonic's palette is the same underwater.
The layout has been modified a little bit on act 1, but not on act 2 or 3, as we barely have any screenshots of these that show differences layout-wise.

Spoiler

Marble Zone

Marble Zone has been changed a lot.
To start off, the main color has changed to the mockup palette and some early builds' palette, which is blue.
There is no longer fire on the torch art, just like in early prototypes, and I've also tried to recreate the early lava as well (I have to redo the lava itself except the surface though).
I've changed caterkillers with Yadrins and added the sideway stomper, although I haven't added UFOs yet.

Spoiler

Clock Work Zone (Scrap Brain Zone)

Clock Work Zone has been emptied out as well, but it's unfinished, as I have to add some other stuff yet into it.
I think that the first few parts of layout in the first act should be completely identical to the early builds, because all it changes is the background and a bit of different layout, but that's it. So, I'm pretty happy with
how this zone came out for the first act.

Spoiler

Special Stage

The Special Stage has been remade as accurate as possible to the screenshots of what we have of it. From what it seems, there was only one stage for it, so I may disable others and only leave this one.
I've made a working "W", which doubles the speed of the camera rotation one time, after you touch it, it won't make effect on the camera anymore (thanks to my friend for telling me that W in Japanese sometimes was used as the world "double", which made sense as of why there was a "W" object, so it was probably used to double the speed of the camera rotation, but got replaced with the UP and DOWN objects).
I had to finish what was left unseen of the stage by myself, as we don't have screenshots of the full stage itself, so I followed the stage's logic and tried finishing it.

Other Stuff

Spoiler

I've changed Sonic's palette to be more blue, as in a lot of prototypes, Sonic is more blue than in the final product, but not cyan like in some screenshots, that is because of the camera's colors.

I have also reduced the ROM size to approximately 470 KB to make the ROM look like it's a real beta ROM (The ROM is 473 KB big at the moment, It'll probably get to 460 KB big while I keep removing and changing things).

I've added back the victory jump when finishing an act.

And the most important thing; the sound driver. I've made the DAC samples have a lower pitch so it's as close as possible to the beta sound driver of Sonic 1.

Well, that is almost or all I've done for now, hopefully I get to release a build of this ROMhack soon! =D

I'm also not convinced Sonic's colour changed. And if it did, it wouldn't have looked like that as there's not much contrast in the palette.

I would genuinely be interested in some of the science behind it all. I don't know if it's a case that the cyan and magenta levels being dodgy, or that there's a slight chemical reaction with the print, but I do find it odd that you can get grey, blue and green from the same source:

is it a problem with early 90s screen capturing solutions? I wouldn't expect the colours to line up perfectly, but there's a lot of range here.